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Posted

Hey guys,

I have a block with a TileEntityXY and a TileEntitySpecialRenderer, when the block is added i get the TileEntity with world.getTileEntity and cast it to TileEntityXY then set a boolean of TileEntityXY to true, in the method

public void renderTileEntityAt(TileEntity entity, double x, double y, double z, float f) {

of my TileEntitySpecialRenderer

i cast the entity again to TileEntityXY and get the boolean. and boom its false?

I don't get what I'm doin wrong.. Am I missunderstanding how casting variables work? (And no, i cant use the metadata)

Posted

Well I dont know im just testing around, basically I want to render my block different depending on 8 booleans stored in the tileEntity, how else would I go on doing that? I'm kind of stuck..

Posted

Sounds like you didn't use

 

@Override
    public TileEntity createNewTileEntity(World world, int meta) { return new TileEntityXY(); }

 

in your block class. Casting the TileEntity in the constructor won't make it a TileEntityXY. So it never saves your boolean.

Posted

I read it as

 

  On 10/30/2014 at 6:37 PM, daafganggdg said:

I have a block with a TileEntityXY and a TileEntitySpecialRenderer, when the onBlockPlaced is called, i get the TileEntity with world.getTileEntity and cast it to TileEntityXY then set a boolean of TileEntityXY to true.

 

Then, in the method

public void renderTileEntityAt(TileEntity entity, double x, double y, double z, float f) {

of my TileEntitySpecialRenderer

i cast the entity again to TileEntityXY and get the boolean. and boom its false?

I don't get what I'm doin wrong.. Am I missunderstanding how casting variables work? (And no, i cant use the metadata)

Posted

GetDescriptionPacket is what packet gets sent when the tile entity needs to update data (I know it gets sent on world load, I'm not sure when else). onDataPacket is what happens when the packet gets received.

Check out my mod, Realms of Chaos, here.

 

If I helped you, be sure to press the "Thank You" button!

Posted

When I do that package sending every time I render my block, isnt that going to slow down the performance?

cause the block is actually going to connect visually to other blocks, just in more possible ways than I could use the metadata for, So would it be a better idea I just check for the blocks around in my render method?

Posted

Im not [glow=black,2,300]really [/glow]looking for performance, I'm just scared of gettin lags :P

So whats the best solution for me?

How am I going to use the getDescriptionPacket and onDataPacket?

Posted

Sry but I don't really understand what that should do.. I came up with that code

    public Packet getDescriptionPacket()
    {
    	NBTTagCompound nbt = new NBTTagCompound();
	for(int i = 0; i < 8; i++) {
		nbt.setBoolean("connections" + i, connections[i]);
	}	
        return new S35PacketUpdateTileEntity(var1, var2, var3, var4, nbt);
    }

what are the other parameters for the S35PacketUpdateTileEntity?

what do I have to do in the onDataPacket

and how is that goin to help me getting the booleans in my Renderer class?

Posted

Uhhm Im not that sure anymore if I need that package thing, I tried it with checking for the same blocks to be around in my Renderer class, placed around 100 of my blocks into the world and i still have 60 fps (as always) and no spikes or anything, what do you think, is that a bad programming technique?

 

 

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